Non-transitory computer readable recording medium, game control method, server device, and information processing system

ABSTRACT

A non-transitory computer readable recording medium has stored thereon instructions to be executed on a computer providing terminal devices with a battle game in which users each operate a unit. The instructions cause the computer to perform the steps of: determining a unit parameter of each of a plurality of units, group information being associated with each unit and indicating a group, among a plurality of groups, to which the unit belongs; deploying the units on a field, divided into regions, in the battle game; varying the unit parameter of a first unit on the field based on the group information associated with the first unit and the group information associated with a second unit on the field, the second unit having a predetermined positional relationship with the first unit; and conducting a battle between the first unit and other units using the varied unit parameter.

CROSS-REFERENCE TO RELATED APPLICATION

This application is a Continuation of application Ser. No. 14/482,507filed Sep. 10, 2014, which is based upon and claims the benefit ofJapanese Patent Application No. 2013-273252 filed Dec. 27, 2013, theentire contents of which are incorporated herein by reference.

TECHNICAL FIELD

The present invention relates to a non-transitory computer readablerecording medium storing instructions to be executed on a computer, to agame control method, to a server device, and to an informationprocessing system that provide a battle game to a terminal device.

BACKGROUND ART

Conventionally, in a battle game server, each user's deck is formed by aplurality of battle cards or the like stored for each user, and thebattle game server allows a plurality of users to compete with eachother based on a total value or the like of parameters such as attackstrength, defense strength, and the like of the cards in the deck (forexample, see Patent Literature 1 and 2).

CITATION LIST Patent Literature

Patent Literature 1: JP2008-220984A

Patent Literature 2: JP2000-325528A

SUMMARY OF INVENTION Technical Problem

In a conventional battle game server, however, the strength of a deckdepends greatly on the number of cards the user holds. For example, itis difficult for a user who does not hold cards having high parametersto win against a deck formed only by cards having high parameters.Therefore, the result of a battle ends up being largely decided at thetime the deck is formed, causing the user to lose interest in the game.

The present invention has been conceived in light of these circumstancesand provides a non-transitory computer readable recording medium storinginstructions to be executed on a computer, a game control method, aserver device, and an information processing system that can provide abattle game that dynamically varies parameters in accordance with gameprogress.

Solution to Problem

A non-transitory computer readable recording medium according to thepresent invention has stored thereon instructions to be executed on acomputer providing a battle game to a plurality of terminal devices, aplurality of users each operating a unit to battle in the battle game,the instructions causing the computer to perform the steps of:determining a unit parameter of each of a plurality of units, groupinformation being associated with each unit and indicating a group,among a plurality of groups, to which the unit belongs; deploying theplurality of units on a field in the battle game, the field beingdivided into a plurality of regions; varying the unit parameter of afirst unit on the field based on the group information associated withthe first unit and the group information associated with a second uniton the field, the second unit having a predetermined positionalrelationship with the first unit; and conducting a battle between thefirst unit and other units using the varied unit parameter.

In the non-transitory computer readable recording medium according tothe present invention, in the step of varying the unit parameter, whenthe first unit and the second unit belong to the same group, the unitparameter of the first unit is preferably varied by being increased.

In the non-transitory computer readable recording medium according tothe present invention, in the step of varying the unit parameter, whenthe first unit and the second unit belong to different groups, the unitparameter of the first unit is preferably varied by being decreased.

In the non-transitory computer readable recording medium according tothe present invention, in the step of varying the unit parameter, whenthe first unit, the second unit, and a third unit that has beenestablished as a target of attack by the first unit or that hasestablished the first unit as a target of attack belong to differentgroups, and the second unit comprises a plurality of units, the unitparameter of the first unit is preferably varied by being decreased.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the step of: upon receiving, from the terminaldevice of a user, an accompaniment request that designates another unitbelonging to the same group as the unit operated by the user, causingthe unit to act automatically so that on the field, the unit has thepredetermined positional relationship with the other unit.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the step of: retrieving, from the terminal device,deck information including identifiers of a plurality of game media,wherein the unit preferably includes a plurality of unit parameters, andin the step of determining the unit parameter, the plurality of unitparameters are preferably each determined based on a portion of theplurality of game media.

In the non-transitory computer readable recording medium according tothe present invention, one of a plurality of game medium attributes ispreferably associated with each of the game media, and the instructionspreferably further cause the computer to perform the steps of: receivingunit type information indicating a type of the unit from the terminaldevice; and increasing the unit parameters when the game mediumattribute of any of the game media held by the user matches apredetermined game medium attribute corresponding to the type of theunit.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the steps of: upon receiving, from the terminaldevice of a user, an accompaniment request that designates another unitbelonging to the same group as the unit operated by the user, causingthe unit to act automatically so that on the field, the unit has thepredetermined positional relationship with the other unit, wherein inthe step of varying the unit parameter, when the first unit and thesecond unit belong to the same group, the unit parameter of the firstunit is preferably varied by being increased.

In the non-transitory computer readable recording medium according tothe present invention, the predetermined positional relationship ispreferably a positional relationship such that the first unit isincluded in an attack range of the second unit, and in the step ofvarying the unit parameter, when the first unit, the second unit, and athird unit that has been established as a target of attack by the firstunit or that has established the first unit as a target of attack belongto different groups, and the second unit comprises a plurality of units,the unit parameter of the first unit is preferably varied by beingdecreased.

A game control method according to the present invention is used in acomputer providing a battle game to a plurality of terminal devices, aplurality of users each operating a unit to battle in the battle game,the game control method comprising the steps of: determining a unitparameter of each of a plurality of units, group information beingassociated with each unit and indicating a group, among a plurality ofgroups, to which the unit belongs; deploying the plurality of units on afield in the battle game, the field being divided into a plurality ofregions; varying the unit parameter of a first unit on the field basedon the group information associated with the first unit and the groupinformation associated with a second unit on the field, the second unithaving a predetermined positional relationship with the first unit; andconducting a battle between the first unit and other units using thevaried unit parameter.

A server device according to the present invention is for providing abattle game to a plurality of terminal devices, a plurality of userseach operating a unit to battle in the battle game, the server devicecomprising: means for determining a unit parameter of each of aplurality of units, group information being associated with each unitand indicating a group, among a plurality of groups, to which the unitbelongs; means for deploying the plurality of units on a field in thebattle game, the field being divided into a plurality of regions; meansfor varying the unit parameter of a first unit on the field based on thegroup information associated with the first unit and the groupinformation associated with a second unit on the field, the second unithaving a predetermined positional relationship with the first unit; andmeans for conducting a battle between the first unit and other unitsusing the varied unit parameter.

An information processing system according to the present invention isfor executing a game, the information processing system comprising: aserver device; and at least one terminal device, the server devicecomprising: means for determining a unit parameter of each of aplurality of units, group information being associated with each unitand indicating a group, among a plurality of groups, to which the unitbelongs; means for deploying the plurality of units on a field in thebattle game, the field being divided into a plurality of regions; meansfor varying the unit parameter of a first unit on the field based on thegroup information associated with the first unit and the groupinformation associated with a second unit on the field, the second unithaving a predetermined positional relationship with the first unit; andmeans for conducting a battle between the first unit and other unitsusing the varied unit parameter, and the terminal device comprising:means for displaying the field.

Advantageous Effect of Invention

According to the non-transitory computer readable recording medium, gamecontrol method, server device, and information processing system of thepresent invention, it is possible to provide a battle game thatdynamically varies parameters in accordance with game progress.

BRIEF DESCRIPTION OF DRAWINGS

The present invention will be further described below with reference tothe accompanying drawings, wherein:

FIG. 1 is a block diagram of a game system according to an embodiment ofthe present invention;

FIG. 2 illustrates an example of the user information in FIG. 1;

FIG. 3 illustrates an example of a field on which units are deployedwithin the game;

FIG. 4 illustrates an example of the information on cards in possessionin FIG. 2;

FIG. 5 illustrates an example of the deck information in FIG. 2;

FIG. 6 illustrates an example of information associated with the unittype information in FIG. 2;

FIG. 7 is a flowchart illustrating operations of the game system in FIG.1;

FIG. 8 illustrates an example of a game screen displayed on the displaymodule in FIG. 1;

FIG. 9 illustrates an example of a game screen displayed on the displaymodule in FIG. 1;

FIG. 10 is a flowchart illustrating operations of the game system inFIG. 1;

FIG. 11 is a flowchart illustrating operations of the game system inFIG. 1;

FIG. 12 illustrates operations of the game system in FIG. 1;

FIG. 13 is a flowchart illustrating operations of the game system inFIG. 1;

FIG. 14 illustrates an example of a game screen displayed on the displaymodule in FIG. 1; and

FIG. 15 illustrates an example of a game screen displayed on the displaymodule in FIG. 1.

DESCRIPTION OF EMBODIMENTS

The following describes an embodiment of the present invention.

First, an outline of the battle game according to the present embodimentis provided. The battle game according to the present embodiment has twobattle modes: regular battle and group battle. The regular battle is abattle mode for a user to acquire game media (cards), game items, andthe like by using individual game media that the user holds in order tobattle an opponent or complete a mission (quest) within the game. In aregular battle, a user can also cooperate with another user to battle anenemy boss. A group battle is a real-time battle mode for multiple userswhereby a user deploys a unit on a field within the game, the unit beingformed with a plurality of game media acquired in regular battles, andoperates the unit by taking actions such as moving and attacking inorder to battle other units operated by a plurality of users. The gamemedia are described here as being game cards, yet any media within thegame may be used, such as characters, weapons, armor, items, or thelike.

In the battle game, a group battle takes place as a limited-time event,for example. During this group battle, each unit belongs to one of threegroups, and victory or defeat is determined by group. The user mayselect the group to which the unit belongs, or the server mayautomatically select the group based on the user's status or cards inpossession. A group battle ends after a predetermined time has elapsedfrom the start of the battle (for example, 30 minutes). The user cancause the unit to act once every predetermined time period (for example,5 seconds). Therefore, the number of times a unit can act in a groupbattle is limited. The timing for causing units to act may be the samefor all units that are participating in the group battle. During oneaction, the unit can either move or attack, for example. The userobtains points by attacking units of other groups or by capturingstrongholds on the field. A stronghold has, for example, parameterssimilar to a unit, such as stamina, and is captured by the group thatreduces the stamina of the stronghold to zero by attacking with a unit.At the end of the battle, the group that has captured the stronghold canobtain additional points. A plurality of strongholds may be arranged onthe field.

Victory or defeat in the group battle, as well as the game media, items,or the like provided as a reward are determined in accordance with thenumber of points obtained by the end of the battle. The user can alsoobtain game media, items, or the like arranged on the field by, forexample, causing the unit to pick them up. The game media, items, or thelike that the user obtains in the group battle may be usable not only ina group battle but also in a regular battle.

Next, a game system including a server device according to an embodimentof the present invention is described. As illustrated in FIG. 1, a gamesystem 10 includes a server device 11 and a plurality of terminaldevices 12. The server device 11 and the terminal devices 12 cancommunicate with each other over a network 13.

The server device 11 includes a server communication module 14, a memorymodule 15, a unit type information retrieval module 16, a deckinformation retrieval module 17, a unit parameter determination module18, a unit deployment module 19, a unit parameter variation module 20,and a server control module 21.

The server communication module 14 exchanges information with theterminal devices 12.

The memory module 15 stores user information 22. The user information 22is information unique to a user and includes a variety of informationused for progress of the game. For example as illustrated in FIG. 2, theuser information 22 includes a plurality of unit parameters, informationon cards in possession, deck information, unit type information, andgroup information, all associated with a user ID, which is theidentifier of the user.

The unit parameters are parameters indicating characteristics of theunit, such as HP, AT, DF, movement range, and attack range. HP, AT, andDF respectively indicate the stamina (hit points), attack strength, anddefense strength of the unit. For a unit deployed on the game field,which is divided into a plurality of squares (regions), the movementrange and attack range respectively indicate the range in which the unitcan move during one action (movement) and the range in which the unitcan attack during one action (attack). For example, the field 23illustrated in FIG. 3 is divided into 21 vertical squares by 21horizontal squares and contains nine subfields that each include 7vertical squares by 7 horizontal squares.

The information on cards in possession in FIG. 2 is information on allof the cards of which the user is in possession. FIG. 4 illustrates thecontent of the information on cards in possession (for example,“information on cards in possession 001”). For example, the informationon cards in possession includes a plurality of card parameters (gamemedium parameters) and card attribute information (game medium attributeinformation), all associated with a card ID, which is the identifier ofa card the user has in possession. The card parameters are parametersindicating the strength of an individual card and for example includeHP, AT, and DF. The card attribute information indicates the cardattribute (game medium attribute) that a card has among a plurality ofcard attributes, such as “order”, “nothing”, “chaos”, “adjacent”,“distant”, and “flight”. The card attribute information is used in thebelow-described process to determine the unit parameters. In the presentembodiment, there are six card attributes, “card attribute 1” through“card attribute 6”, yet two or more card attributes are sufficient.

The deck information in FIG. 2 is information including, among all ofthe cards held by the user, a plurality of cards that the user hasselected or that have been automatically selected. FIG. 5 illustratesthe content of the deck information (for example, “deck information001”). For example, the deck information includes card IDs, a pluralityof card parameters, and card attribute information all associated with aunit parameter.

In the deck information illustrated in FIG. 5, a portion of theplurality of cards included in the deck is associated with each unitparameter. For example, three cards (card IDs “card 01” through “card03”) are associated with the HP of the unit. Three cards (card IDs “card04” through “card 06”) are associated with the AT of the unit. Finally,three cards (card IDs “card 07” through “card 09”) are associated withthe DF of the unit.

The unit type information in FIG. 2 is information indicating the unittype, such as “foot soldier”, “archer”, “cavalry”, or the like. The userselects the unit type at the start of the battle from among a pluralityof unit types. In the present embodiment, there are three unit types,yet two or more unit types are sufficient. For example as illustrated inFIG. 6, the movement range, attack range, and specialty card attributecorresponding to each unit type are determined in advance.

For a unit deployed on the field 23, the movement range and attack rangelisted in FIG. 6 respectively indicate the range in which the unit canmove during one action (movement) and the range in which the unit canattack during one action (attack). During one action, the unit caneither move or attack. For example, a unit that is of “unit type 1” can,during one action, move one square or attack a unit that is one squareaway. A unit that is of “unit type 2” can, during one action, move onesquare or attack a unit that is three squares away. A unit that is of“unit type 3” can, during one action, move two squares or attack a unitthat is two squares away.

Each specialty card attribute indicates a predetermined card attribute.For example, the specialty card attributes associated with “unit type 1”are “card attribute 1” and “card attribute 2”. The specialty cardattributes associated with “unit type 2” are “card attribute 3” and“card attribute 4”. The specialty card attributes associated with “unittype 3” are “card attribute 5” and “card attribute 6”. The specialtycard attributes are used in the below-described process to determine theunit parameters.

The group information listed in FIG. 2 is information indicating, forexample, a group to which the user and the user's unit belong among aplurality of groups (types) in the-game and is determined when the userbegins the game. The group information is used in the process to varythe unit parameters described below. In the present embodiment, thereare three groups, “group A”, “group B”, and “group C”, yet two or moregroups are sufficient.

The unit type information retrieval module 16 in FIG. 1 retrieves theunit type information from the terminal device 12. The unit typeinformation retrieval module 16 stores the retrieved unit typeinformation in the memory module 15 as a portion of the user information22.

The deck information retrieval module 17 retrieves the deck informationreceived from the terminal device 12. The deck information retrievalmodule 17 stores the retrieved deck information in the memory module 15as a portion of the user information 22.

Based on the retrieved unit type information and deck information, theunit parameter determination module 18 performs a process to determinethe unit parameters of the unit.

For example, the unit parameter determination module 18 determines thevalues of the movement range and the attack range of the unit listed inFIG. 2 to be the values of the movement range and the attack range,listed in FIG. 6, that correspond to the unit type indicated by theretrieved unit type information.

The unit parameter determination module 18 also determines the HP, AT,and DF of the unit listed in FIG. 2 based on a portion of the cards,among the plurality of cards included in the deck information,associated with each of these parameters.

In greater detail, based on the cards respectively associated with theplurality of unit parameters in the deck information, the unit parameterdetermination module 18 calculates the total of the card parameterscorresponding to each of the plurality of unit parameters. For example,the unit parameter determination module 18 calculates the HP of the unitas the total HP of the three cards (card IDs “card 01” through “card03”) associated with the HP of the unit in the deck informationillustrated in FIG. 5. Similarly, the unit parameter determinationmodule 18 calculates the AT and DF of the unit respectively as the totalAT and total DF.

Next, when the card attribute of a card included in the deck informationmatches a predetermined card attribute, i.e. the specialty cardattribute, corresponding to the unit type indicated by the unit typeinformation, the unit parameter determination module 18 increases theunit parameters. For example, when the retrieved unit type informationis “unit type 1”, four cards included in the deck informationillustrated in FIG. 5 (card IDs “card 01”, “card 02”, “card 07”, and“card 08”) match the specialty card attributes corresponding to “unittype 1” in FIG. 6 (“card attribute 1” or “card attribute 2”). In thiscase, the unit parameter determination module 18 increases the HP and DFof the unit associated with the four cards. The unit parameters areincreased by, for example, adding a predetermined value or multiplyingby a predetermined factor.

The unit parameter determination module 18 determines the HP, AT, and DFof the unit to be the totals or increased totals calculated as describedabove.

The unit deployment module 19 in FIG. 1 deploys the unit for which theunit parameters have been determined on the field 23 in the game at thestart of a group battle. The position on the field 23 at which the unitis deployed at the start of the group battle may differ for each groupto which units belong, or all units may be deployed in the sameposition. Alternatively, when a user logs out and then restarts thegame, the unit may be redeployed at the same position as when the userlogged out.

During a battle, the unit parameter variation module 20 executes aprocess to vary the unit parameters of a first unit on the field 23dynamically based on the group information associated with the firstunit and the group information associated with a second unit on thefield 23, the second unit having a predetermined positional relationshipwith the first unit. For example, the unit parameter variation module 20varies the unit parameters of the first unit on the field 23 byincreasing or decreasing the unit parameters when the second unit ispositioned in an adjacent square to the first unit on the field 23. Theincrease or decrease in the unit parameters is determined based on thegroup information associated with each of a plurality of units. Forexample, when the second unit positioned in the adjacent square belongsto the same group as the first unit, the unit parameters of the firstunit are increased. On the other hand, when the second unit positionedin the adjacent square belongs to a different group than the first unit,the unit parameters of the first unit are decreased. The unit parametersare increased or decreased by, for example, adding or subtracting apredetermined value or multiplying by a predetermined factor. Details onthe process to vary the unit parameters are provided below.

The server control module 21 controls the overall operations of theserver device 11. For example, when the number of users participating inthe group battle reaches at least a predetermined number, i.e. when thenumber of units for which the unit parameters are determined reaches atleast a predetermined number, the server control module 21 begins aprocess to conduct a group battle. The server control module 21 may alsobegin the process to conduct a group battle when the number of units ofusers belonging to each group reaches at least a predetermined number.During the process to conduct a battle, upon receiving an action requestfrom a user via the terminal device 12, the server control module 21causes a user's unit to act based on the action request. Furthermore,during the process to conduct a battle, upon receiving an accompanimentrequest that designates a unit other than a user's unit from the uservia the terminal device 12, the server control module 21 causes theuser's unit to act automatically by following the other unit so that theuser's unit has a predetermined positional relationship with the otherunit, for example by causing the user's unit to move to a squareadjacent to the other unit.

The terminal device 12 includes a terminal communication module 24, adisplay module 25, and a terminal control module 26.

The terminal communication module 24 exchanges information with theserver device 11.

The display module 25 is, for example, configured using a touch panel,displays a variety of game screens, and functions as an interface toreceive user input by user operation.

The terminal control module 26 controls the overall operations of theterminal device 12. For example, based on user input received by thedisplay module 25, the terminal control module 26 generates the unittype information, deck information, action requests, and accompanimentrequests for the unit, transmitting these to the server device 11 viathe terminal communication module 24. The action request is a requestfor causing the unit to execute an action selected by the user duringthe battle. The accompaniment request is a request to cause the user'sunit to act automatically during the battle by following another unitdesignated by the user so that the user's unit has a predeterminedpositional relationship with the other unit, for example by causing theuser's unit to move to a square adjacent to the other unit. Based onscreen display instructions received from the server device 11, theterminal control module 26 displays a variety of game screens on thedisplay module 25.

Process to Determine Unit Parameters

Next, the process to determine the unit parameters in the game system 10is described with reference to the flowchart in FIG. 7.

First, the server control module 21 of the server device 11 transmits aninstruction to display a screen to select the unit type to the terminaldevice 12 via the server communication module 14 (step S100).

Next, upon receiving the instruction in step S100, the terminal controlmodule 26 of the terminal device 12 controls the display module 25 todisplay the screen to select the unit type (step S101) and receives auser operation to select the unit type. For example, the screen toselect the unit type illustrated in FIG. 8 displays three unit types(“unit type 1” through “unit type 3”), unit type descriptions 27 a, 27b, and 27 c that indicate the corresponding specialty card attributes,and select buttons 28 a, 28 b, and 28 c corresponding to the unit types.The user selects the user type by tapping one of the select buttons 28a, 28 b, and 28 c.

Subsequently, the terminal control module 26 of the terminal device 12transmits unit type information indicating the unit type that the userselected in step S101 to the server device 11 via the terminalcommunication module 24 (step S102).

Next, the unit type information retrieval module 16 of the server device11 retrieves the unit type information transmitted in step S102 (stepS103) and stores the unit type information in the memory module 15 as aportion of the user information 22.

Subsequently, the server control module 21 of the server device 11transmits an instruction to display a deck formation screen to theterminal device 12 via the server communication module 14 (step S104).

Next, upon receiving the instruction in step S104, the terminal controlmodule 26 of the terminal device 12 controls the display module 25 todisplay the deck formation screen (step S105) and receives a useroperation to form the deck using a plurality of cards. For example, thedeck formation screen illustrated in FIG. 9 displays a deck formationregion 29 (29 a, 29 b, 29 c), unit parameter information 30 a, 30 b, and30 c, and a participate button 31. The user can place a maximum of ninecards in the deck formation region 29 and has placed “card 01” through“card 09” in FIG. 9. The unit parameter information 30 a, 30 b, and 30 cis displayed near the deck formation regions 29 a, 29 b, and 29 c andindicates the unit parameter (HP, AT, and DF) associated with thecorresponding cards placed in the deck formation regions 29 a, 29 b, and29 c. After placing cards, the user completes deck formation by tappingthe participate button 31.

Subsequently, the terminal control module 26 of the terminal device 12transmits deck information indicating the plurality of cards deployed bythe user in step S105 to the server device 11 via the terminalcommunication module 24 (step S106).

Next, the deck information retrieval module 17 of the server device 11retrieves the deck information transmitted in step S106 (step S107) andstores the deck information in the memory module 15 as a portion of theuser information 22.

Subsequently, based on the unit type information retrieved in step S103,the unit parameter determination module 18 of the server device 11determines the movement range and the attack range of the unit (stepS108).

Subsequently, based on the cards respectively associated with theplurality of unit parameters in the deck information retrieved in stepS107, the unit parameter determination module 18 of the server device 11calculates the unit parameters by calculating the total of the cardparameters corresponding to each of the plurality of unit parameters(step S109).

Subsequently, the unit parameter determination module 18 of the serverdevice 11 judges whether the card attribute of any of the cards includedin the deck information retrieved in step S107 matches the specialtycard attribute corresponding to the unit type indicated by the unit typeinformation retrieved in step S103 (step S110). When the card attributedoes not match for any of the cards included in the deck information(step S110: No), the process proceeds to step S112.

Conversely, when the card attribute matches for at least one card (stepS110: Yes), the unit parameter determination module 18 increases theunit parameters calculated in step S109 (step S111). The parameters areincreased by, for example, an increase of 10 points or an increase of10%.

After step S111, or when the card attribute does not match for any ofthe cards included in the deck information in step S110 (step S110: No),the unit parameter determination module 18 determines the unitparameters to be the total values calculated in step S109 or the totalvalues increased in step S111 (step S112).

Process to Vary the Unit Parameters

Next, the process to vary the unit parameters in the server device 11 isdescribed.

Referring to the flowchart in FIG. 10, the case of a first unit that isthe target of unit parameter variation and a second unit differing fromthe first unit is described.

First, the unit parameter variation module 20 judges whether the secondunit is positioned in a square adjacent to the first unit (step S200).When the second unit is not positioned in an adjacent square (step S200:No), the process terminates.

Conversely, when the second unit is positioned in an adjacent square(step S200: Yes), the unit parameter variation module 20 judges whetherthe first unit and the second unit belong to the same group (step S210).

When the group is the same in step S201 (step S201: Yes), the unitparameter variation module 20 varies the unit parameters of the firstunit by increasing the unit parameters (step S202). The parameters areincreased by, for example, an increase of 10 points or an increase of10%.

Conversely, when the group is different in step S201 (step S201: No),the unit parameter variation module 20 varies the unit parameters of thefirst unit by decreasing the unit parameters (step S203). The parametersare decreased by, for example, a decrease of 10 points or a decrease of10%.

Next, referring to the flowchart in FIG. 11, the case of a first unitthat is the target of unit parameter variation, a plurality of secondunits differing from the first unit, and a third unit that has beenestablished as a target of attack by the first unit or that hasestablished the first unit as a target of attack is described.

First, the unit parameter variation module 20 judges whether theplurality of second units is positioned in squares adjacent to the firstunit (step S300). When the plurality of second units is not positionedin adjacent squares (step S300: No), the process terminates.

Conversely, when the plurality of second units is positioned in adjacentsquares (step S300: Yes), the unit parameter variation module 20 judgeswhether the first unit, the plurality of second units, and the thirdunit belong to different groups (step S301). When the first throughthird units do not belong to different groups (step S301: No), theprocess terminates.

Conversely, when the first through third units belong to differentgroups in step S301 (step S301: Yes), the unit parameter variationmodule 20 varies the unit parameters of the first unit by decreasing theunit parameters (step S302). The parameters are decreased by, forexample, a decrease of 10 points or a decrease of 10%.

The steps in the above-described process to vary the unit parameters areexecuted in combination. For example, the following concretely describesthe circumstances illustrated in FIG. 12, in which a plurality of unitsA2, A3, B2, C1, C2, C3, and C4 (for example, second units) arepositioned in squares adjacent to unit A1 (for example, a first unit)that is attacking unit B1 (for example, a third unit), which is thetarget of attack. The codes A, B, and C for the units indicate thegroups A, B, and C to which the units belong.

In this case, the unit parameters for unit A1, for example, vary due tothe presence of units A2, B2, C3, and C4 positioned in squares adjacentto unit A1. Specifically, due to the presence of a unit (unit A2)belonging to the same group (group A) as unit A1, the parameters areexpected to increase once, for example by an increase of 10 points or anincrease of 10%. Due to the presence of a unit (unit B2) belonging to adifferent group (group B) than group A1, the parameters are expected todecrease once, for example by a decrease of 10 points or a decrease of10%. Furthermore, since there are a plurality of units (units C3, C4)belonging to a different group (group C) than both unit A1 and unit B1,the parameters are expected to decrease once, for example by a decreaseof 10 points or a decrease of 10%. Accordingly, by increasing once anddecreasing twice, the unit parameters of unit A1 end up being decreasedonce, for example by a decrease of 10 points or a decrease of 10%, andunit A1 attacks unit B1 in this decreased state.

Process to Conduct a Battle

Next, the process to conduct a battle in the game system 10 is describedwith reference to the flowchart in FIG. 13.

First, the server control module 21 of the server device 11 transmits aninstruction to display a battle screen to the terminal device 12 via theserver communication module 14 (step S400).

Next, upon receiving the instruction in step S400, the terminal controlmodule 26 of the terminal device 12 controls the display module 25 todisplay the battle screen (step S401) and receives a user operation toselect an action for the unit. For example, in the battle screenillustrated in FIG. 14, three squares 32 a, 32 b, and 32 c to which theuser can move the unit A1, another unit B1 that the unit A1 can attack,and another unit A2 that the unit A1 can accompany are all displayedflashing. The user selects whether to move, attack, or accompany bytapping one of the flashing squares 32 a, 32 b, and 32 c to which theunit A1 can move or one of the other flashing units. It is assumed thatthe user selects the destination of movement by tapping the flashingsquare 32 b to which the unit A1 can move.

Subsequently, the terminal control module 26 of the terminal device 12generates an action request to move the unit A1 to the destinationdesignated by the user in step S401 and transmits the action request tothe server device 11 via the terminal communication module 24 (stepS402).

Next, upon receiving the action request transmitted in step S402, theserver control module 21 of the server device 11 performs the action(movement) indicated in the action request on the unit A1 (step S403).

Subsequently, the server control module 21 of the server device 11transmits an instruction to update the battle screen to the terminaldevice 12 via the server communication module 14 (step S404).

Next, upon receiving the instruction in step S404, the terminal controlmodule 26 of the terminal device 12 controls the display module 25 toupdate the battle screen (step S405) and receives a user operation toselect an action for the unit A1. For example, in the battle screenillustrated in FIG. 15, four squares 33 a, 33 b, 33 c, and 33 d to whichthe user can move the unit A1 and another unit A2 that the unit A1 canaccompany are all displayed flashing. The user selects whether to moveor accompany by tapping one of the flashing squares 33 a, 33 b, 33 c,and 33 d to which the unit A1 can move or the flashing unit A2. It isassumed that the user designates a unit for the unit A1 to accompany bytapping the unit A2.

Subsequently, the terminal control module 26 of the terminal device 12generates an accompaniment request to cause the unit A1 to accompany theother unit A2 designated by the user in step S405 and transmits theaccompaniment request to the server device 11 via the terminalcommunication module 24 (step S406).

Upon receiving the accompaniment request transmitted in step S406, theserver control module 21 of the server device 11 controls the unit A1 toact automatically so that the unit A1 moves to a square adjacent to theother unit A2 indicated in the action request (step S407).

In this way, the server device 11 in the present embodiment varies theunit parameters in accordance with the positional relationship between aplurality of units on the field 23, thereby allowing for dynamicvariation of the unit parameters in accordance with units moving on thefield 23. Furthermore, since the game becomes more strategic by userscooperating, the game also becomes more interesting.

In accordance with the group information associated with each unit, theserver device 11 determines whether to increase or decrease the unitparameters being varied. For example, since the unit parameters areincreased when a plurality of units belonging to the same group areadjacent to each other, even a user who does not hold cards with highcard parameters can actively participate. Hence, the user's interest inthe game can be enhanced.

Since the unit parameters are decreased when, for example, a unitbelonging to another group is adjacent, it becomes important for aplurality of users belonging to the same group to cooperate, therebyencouraging communication between users.

When a first through a third unit belonging to different groups arepresent, the second unit, for example, can take sides with either thefirst unit or the third unit that are attacking each other. If aplurality of second units are adjacent to the first unit, it is veryprobable that the second units will side with the third unit and attackthe first unit. In this case, the server device 11 reduces the unitparameters of the first unit, thereby reflecting the intention of theuser operating the second unit who wishes to take sides with the thirdunit.

Upon receiving an accompaniment request from the terminal device 12, theserver device 11 causes the user's unit to act automatically so that theuser's unit has a predetermined positional relationship with the otherunit indicated in the accompaniment request, for example by causing theuser's unit to move to a square adjacent to the other unit. It is thuspossible to maintain an increase in the unit parameters via the processto vary the unit parameters by having the user's unit automaticallyfollow another unit even when, for example, the user is away from theterminal device 12 (when the user cannot participate in the game),thereby enhancing user-friendliness. A user whose unit is beingaccompanied may also find game operations to be more satisfying, sincein addition to the user's own unit, the user is also in charge ofoperating another user's unit.

During the process to determine the unit parameters, the server device11 determines each of a plurality of unit parameters of the unit basedon a portion of a plurality of cards included in the deck information.This increases the occasions for using a card that is not frequentlyused in a regular battle, in which individual cards are used, due to thecard parameters being unbalanced, such as the HP being high yet the ATand DF being extremely low. The user's interest in the game can thus beenhanced.

The server device 11 increases the unit parameters when the cardattribute of a card included in the deck information matches apredetermined card attribute (specialty card attribute) corresponding tothe unit type indicated by the unit type information. Since the user canthus increase unit strength by appropriately selecting the unit type, itis possible to make the game more interesting.

Although the present invention has been described based on drawings andexamples, it is to be noted that various changes and modifications willbe apparent to those skilled in the art based on the present disclosure.Therefore, such changes and modifications are to be understood asincluded within the scope of the present invention. For example, thefunctions and the like included in the various units and steps may bereordered in any logically consistent way. Furthermore, units or stepsmay be combined into one or divided.

For example, in the above embodiment, the deck information includesinformation on a plurality of cards, yet the deck information may beconfigured to include only card IDs of a plurality of cards.

The field 23 may, for example, be divided into hexagons. Alternatively,the field 23 may be a three-dimensional space.

In the above embodiment, the unit parameter variation module 20 variesthe unit parameters of a unit in accordance with the presence of anotherunit positioned in the square adjacent to the unit, yet the other unitis not limited to being in an adjacent square. The unit parameters maybe varied in accordance with the presence of another unit having apredetermined positional relationship with a certain unit. For example,in addition to when a unit is present in an adjacent square, theparameter may be varied when another unit is present within the attackrange of a unit, when a plurality of units in a predetermined formationare present on the field 23, or when a plurality of units surround astronghold on the field 23.

In the above embodiment, the unit parameter variation module 20determines whether to increase or decrease the unit parameters based ongroup information associated with each of a plurality of units, yet anincrease or decrease in the unit parameters may be determined regardlessof the group information. For example, an ally or enemy may be judgedbased on a unit's activity history, with the unit parameters beingincreased in the case of an ally and decreased in the case of an enemy.

A computer may be suitably used to function as the server device 11. Aprogram containing the processing for achieving the functions of theserver device 11 is stored in the memory module 15 of the computer, andthe functions are achieved by the central processing unit (CPU) of thecomputer reading and executing the program.

REFERENCE SIGNS LIST

10: Game system

11: Server device

12: Terminal device

13: Network

14: Server communication module

15: Memory module

16: Unit type information retrieval module

17: Deck information retrieval module

18: Unit parameter determination module

19: Unit deployment module

20: Unit parameter variation module

21: Server control module

22: User information

23: Field

24: Terminal communication module

25: Display module

26: Terminal control module

27 a, 27 b, 27 c: Unit type description

28 a, 28 b, 28 c: Select button

29, 29 a, 29 b, 29 c: Deck formation region

30 a, 30 b, 30 c: Unit parameter information

31: Participate button

32 a, 32 b, 32 c: Square to which a unit can move

33 a, 33 b, 33 c, 33 d: Square to which a unit can move

1. A non-transitory computer readable recording medium having storedthereon instructions to be executed on a computer having a processor anda memory, the computer providing a battle game, a plurality of userseach operating a unit to battle in the battle game, the instructionscausing the computer to perform the steps of: receiving unit typeinformation indicating a unit type of each of a plurality of units, eachunit having an associated group ID indicating to which group, among aplurality of groups participating in the battle game, the unit belongs;storing the unit type information in the memory; determining a unitparameter of each of the units based on the unit type information storedin the memory and based on predetermined attributes of the unit type;deploying the plurality of units on a virtual field in the battle gamesuch that the units are displayed as characters on the field, the fieldbeing divided into a plurality of regions; automatically varying theunit parameter of a first unit among the plurality of units deployed onthe field to increase or decrease the unit parameter from a first valueto a second value during a battle based on (i) a group ID of the firstunit, (ii) a group ID of a second unit among the plurality of unitsdeployed on the field, and (iii) a current position of the second unitrelative to the first unit on the field, the unit parameter beingincreased or decreased by a predetermined amount; and conducting thebattle between the first unit and other units using the varied unitparameter having the second value.
 2. The non-transitory computerreadable recording medium according to claim 1, wherein in the step ofvarying the unit parameter, in response to (i) the second unit beingpositioned in a region of the field adjacent to the first unit and (ii)the first unit and the second unit having the same group ID, the unitparameter of the first unit is increased.
 3. The non-transitory computerreadable recording medium according to claim 1, wherein in the step ofvarying the unit parameter, in response to (i) the second unit beingpositioned in a region of the field adjacent to the first unit and (ii)the first unit and the second unit having different group IDs, the unitparameter of the first unit is not increased.
 4. The non-transitorycomputer readable recording medium according to claim 1, wherein theunit parameter is related to a power level of the unit during battle. 5.The non-transitory computer readable recording medium according to claim1, wherein the unit parameter is determined based on a portion of gamemedia.
 6. A game control method used in a computer having a processorand a memory, the computer providing a battle game, a plurality of userseach operating a unit to battle in the battle game, the game controlmethod comprising the steps of: receiving unit type informationindicating a unit type of each of a plurality of units, each unit havingan associated group ID indicating to which group, among a plurality ofgroups participating in the battle game, the unit belongs; storing theunit type information in the memory; determining a unit parameter ofeach of the units based on the unit type information stored in thememory and based on predetermined attributes of the unit type; deployingthe plurality of units on a virtual field in the battle game such thatthe units are displayed as characters on the field, the field beingdivided into a plurality of regions; automatically varying the unitparameter of a first unit among the plurality of units deployed on thefield to increase or decrease the unit parameter from a first value to asecond value during a battle based on (i) a group ID of the first unit,(ii) a group ID of a second unit among the plurality of units deployedon the field, and (iii) a current position of the second unit relativeto the first unit on the field, the unit parameter being increased ordecreased by a predetermined amount; and conducting the battle betweenthe first unit and other units using the varied unit parameter havingthe second value.
 7. The game control method according to claim 6,wherein in the step of varying the unit parameter, in response to (i)the second unit being positioned in a region of the field adjacent tothe first unit and (ii) the first unit and the second unit having thesame group ID, the unit parameter of the first unit is increased.
 8. Thegame control method according to claim 6, wherein in the step of varyingthe unit parameter, in response to (i) the second unit being positionedin a region of the field adjacent to the first unit and (ii) the firstunit and the second unit having different group IDs, the unit parameterof the first unit is not increased.
 9. The game control method accordingto claim 6, wherein the unit parameter is related to a power level ofthe unit during battle.
 10. The game control method according to claim6, wherein the unit parameter is determined based on a portion of gamemedia.
 11. A computer for providing a battle game, a plurality of userseach operating a unit to battle in the battle game, the computercomprising: a memory; and a processor programmed to receive unit typeinformation indicating a unit type of each of a plurality of units, eachunit having an associated group ID indicating to which group, among aplurality of groups participating in the battle game, the unit belongs;store the unit type information in the memory; determine a unitparameter of each of the units based on the unit type information storedin the memory and based on predetermined attributes of the unit type;deploy the plurality of units on a virtual field in the battle game suchthat the units are displayed as characters on the field, the field beingdivided into a plurality of regions; automatically vary the unitparameter of a first unit among the plurality of units deployed on thefield to increase or decrease the unit parameter from a first value to asecond value during a battle based on (i) a group ID of the first unit,(ii) a group ID of a second unit among the plurality of units deployedon the field, and (iii) a current position of the second unit relativeto the first unit on the field, the unit parameter being increased ordecreased by a predetermined amount; and conduct the battle between thefirst unit and other units using the varied unit parameter having thesecond value.
 12. The computer according to claim 11, wherein inresponse to (i) the second unit being positioned in a region of thefield adjacent to the first unit and (ii) the first unit and the secondunit having the same group ID, the unit parameter of the first unit isincreased.
 13. The computer according to claim 11, wherein in responseto (i) the second unit being positioned in a region of the fieldadjacent to the first unit and (ii) the first unit and the second unithaving different group IDs, the unit parameter of the first unit is notincreased.
 14. The computer according to claim 11, wherein the unitparameter is related to a power level of the unit during battle.
 15. Thecomputer according to claim 11, wherein the unit parameter is determinedbased on a portion of game media.
 16. An information processing systemfor executing a battle game, the information processing systemcomprising: a server device; and a plurality of terminal devicesconnected to the server device over a network, a plurality of users eachoperating a unit to battle in the battle game, the server devicecomprising a memory and a processor programmed to receive unit typeinformation indicating a unit type of each of a plurality of units fromthe terminal devices, each unit having an associated group ID indicatingto which group, among a plurality of groups participating in the battlegame, the unit belongs, store the unit type information in the memory,determine a unit parameter of each of the units based on the unit typeinformation stored in the memory and based on predetermined attributesof the unit type, deploy the plurality of units on a virtual field inthe battle game such that the units are displayed as characters on thefield, the field being divided into a plurality of regions,automatically vary the unit parameter of a first unit among theplurality of units deployed on the field to increase or decrease theunit parameter from a first value to a second value during a battlebased on (i) a group ID of the first unit, (ii) a group ID of a secondunit among the plurality of units deployed on the field, and (iii) acurrent position of the second unit relative to the first unit on thefield, the unit parameter being increased or decreased by apredetermined amount, and conduct the battle between the first unit andother units using the varied unit parameter having the second value, andthe terminal device comprising a display configured to display thefield.
 17. The information processing system according to claim 16,wherein in response to (i) the second unit being positioned in a regionof the field adjacent to the first unit and (ii) the first unit and thesecond unit having the same group ID, the unit parameter of the firstunit is increased.
 18. The information processing system according toclaim 16, wherein in response to (i) the second unit being positioned ina region of the field adjacent to the first unit and (ii) the first unitand the second unit having different group IDs, the unit parameter ofthe first unit is not increased.
 19. The information processing systemaccording to claim 16, wherein the unit parameter is related to a powerlevel of the unit during battle.
 20. The information processing systemaccording to claim 16, wherein the unit parameter is determined based ona portion of game media.